mirror of
https://github.com/ZDoom/Raze.git
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307 lines
8.9 KiB
C++
307 lines
8.9 KiB
C++
#pragma once
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#include "m_fixed.h"
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#include "binaryangle.h"
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#include "gamecvars.h"
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#include "gamestruct.h"
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#include "packet.h"
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int getincangle(int a, int na);
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binangle getincanglebam(binangle a, binangle na);
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//---------------------------------------------------------------------------
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//
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// Functions for dividing an input value by current ticrate for angle/horiz scaling.
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//
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//---------------------------------------------------------------------------
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inline double getTicrateScale(double const value)
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{
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return value / GameTicRate;
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}
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inline double getTicrateScale(double const value, double const scaleAdjust)
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{
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return scaleAdjust * getTicrateScale(value);
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}
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struct PlayerHorizon
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{
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fixedhoriz horiz, ohoriz, horizoff, ohorizoff;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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// Prototypes for functions in gameinput.cpp.
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void applyinput(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void calcviewpitch(vec2_t const pos, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
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// Interpolation helpers.
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void backup()
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{
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ohoriz = horiz;
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ohorizoff = horizoff;
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}
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void restore()
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{
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horiz = ohoriz;
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horizoff = ohorizoff;
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}
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// Commonly used getters.
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fixedhoriz osum() { return ohoriz + ohorizoff; }
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fixedhoriz sum() { return horiz + horizoff; }
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fixedhoriz interpolatedsum(double const smoothratio) { return interpolatedhorizon(osum(), sum(), smoothratio); }
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// Ticrate playsim adjustment helpers.
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void addadjustment(double value) { __addadjustment(buildfhoriz(value)); }
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void addadjustment(fixedhoriz value) { __addadjustment(value); }
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void settarget(double value, bool backup = false) { __settarget(buildfhoriz(value), backup); }
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void settarget(fixedhoriz value, bool backup = false) { __settarget(value, backup); }
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void resetadjustment() { adjustment = 0; }
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bool targetset() { return target.asq16(); }
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// Input locking helpers.
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void lockinput() { inputdisabled = true; }
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void unlockinput() { inputdisabled = false; }
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bool movementlocked() { return targetset() || inputdisabled; }
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// Draw code helpers.
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double horizsumfrac(double const smoothratio) { return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); }
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// Ticrate scale helpers.
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fixedhoriz getscaledhoriz(double const value, double const scaleAdjust = 1., fixedhoriz* const object = nullptr, double const push = 0.)
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{
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return buildfhoriz(scaleAdjust * (((object ? object->asbuildf() : 1.) * getTicrateScale(value)) + push));
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}
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void scaletozero(fixedhoriz& object, double const value, double const scaleAdjust, double const push = DBL_MAX)
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{
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if (object.asq16())
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{
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auto sgn = Sgn(object.asq16());
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object -= getscaledhoriz(value, scaleAdjust, &object, push == DBL_MAX ? sgn * (2. / 9.) * (scaleAdjust < 1. ? (1. - scaleAdjust * 0.5) * 1.5 : 1.) : push);
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if (sgn != Sgn(object.asq16())) object = q16horiz(0);
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}
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}
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// Ticrate playsim adjustment processor.
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void processhelpers(double const scaleAdjust)
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{
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if (targetset())
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{
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auto delta = (target - horiz).asbuildf();
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if (abs(delta) > 1)
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{
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horiz += buildfhoriz(scaleAdjust * delta);
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}
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else
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{
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horiz = target;
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target = q16horiz(0);
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}
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}
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else if (adjustment)
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{
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horiz += buildfhoriz(scaleAdjust * adjustment);
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}
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}
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private:
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fixedhoriz target;
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double adjustment;
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bool inputdisabled;
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void __addadjustment(fixedhoriz value)
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{
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if (!SyncInput())
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{
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adjustment += value.asbuildf();
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}
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else
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{
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horiz += value;
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}
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}
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void __settarget(fixedhoriz value, bool backup)
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{
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value = q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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if (!SyncInput() && !backup)
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{
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target = value;
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if (!targetset()) target = q16horiz(1);
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}
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else
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{
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horiz = value;
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if (backup) ohoriz = horiz;
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}
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}
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};
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struct PlayerAngle
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{
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binangle ang, oang, look_ang, olook_ang, rotscrnang, orotscrnang;
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double spin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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// Prototypes for functions in gameinput.cpp.
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void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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// Interpolation helpers.
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void backup()
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{
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oang = ang;
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olook_ang = look_ang;
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orotscrnang = rotscrnang;
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}
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void restore()
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{
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ang = oang;
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look_ang = olook_ang;
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rotscrnang = orotscrnang;
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}
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// Commonly used getters.
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binangle osum() { return oang + olook_ang; }
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binangle sum() { return ang + look_ang; }
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binangle interpolatedsum(double const smoothratio) { return interpolatedangle(osum(), sum(), smoothratio); }
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binangle interpolatedlookang(double const smoothratio) { return interpolatedangle(olook_ang, look_ang, smoothratio); }
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binangle interpolatedrotscrn(double const smoothratio) { return interpolatedangle(orotscrnang, rotscrnang, smoothratio); }
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// Ticrate playsim adjustment helpers.
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void addadjustment(double value) { __addadjustment(buildfang(value)); }
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void addadjustment(binangle value) { __addadjustment(value); }
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void settarget(double value, bool backup = false) { __settarget(buildfang(value), backup); }
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void settarget(binangle value, bool backup = false) { __settarget(value, backup); }
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void resetadjustment() { adjustment = 0; }
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bool targetset() { return target.asbam(); }
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// Input locking helpers.
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void lockinput() { inputdisabled = true; }
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void unlockinput() { inputdisabled = false; }
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bool movementlocked() { return targetset() || inputdisabled; }
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// Draw code helpers.
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double look_anghalf(double const smoothratio) { return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; }
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double looking_arc(double const smoothratio) { return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); }
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// Ticrate scale helpers.
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binangle getscaledangle(double const value, double const scaleAdjust = 1., binangle* const object = nullptr, double const push = 0.)
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{
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return buildfang(scaleAdjust * (((object ? object->signedbuildf() : 1.) * getTicrateScale(value)) + push));
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}
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void scaletozero(binangle& object, double const value, double const scaleAdjust, double const push = DBL_MAX)
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{
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if (object.asbam())
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{
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auto sgn = Sgn(object.signedbam());
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object -= getscaledangle(value, scaleAdjust, &object, push == DBL_MAX ? sgn * (2. / 9.) * (scaleAdjust < 1. ? (1. - scaleAdjust * 0.5) * 1.5 : 1.) : push);
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if (sgn != Sgn(object.signedbam())) object = bamang(0);
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}
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}
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// Ticrate playsim adjustment processor.
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void processhelpers(double const scaleAdjust)
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{
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if (targetset())
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{
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auto delta = getincanglebam(ang, target).signedbuildf();
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if (abs(delta) > 1)
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{
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ang += buildfang(scaleAdjust * delta);
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}
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else
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{
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ang = target;
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target = bamang(0);
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}
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}
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else if (adjustment)
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{
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ang += buildfang(scaleAdjust * adjustment);
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}
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}
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private:
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binangle target;
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double adjustment;
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bool inputdisabled;
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void __addadjustment(binangle value)
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{
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if (!SyncInput())
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{
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adjustment += value.signedbuildf();
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}
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else
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{
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ang += value;
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}
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}
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void __settarget(binangle value, bool backup)
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{
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if (!SyncInput() && !backup)
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{
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target = value;
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if (!targetset()) target = bamang(1);
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}
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else
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{
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ang = value;
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if (backup) oang = ang;
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}
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}
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};
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struct PlayerPosition
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{
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vec3_t pos, opos;
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// Interpolation helpers.
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void backupx() { opos.x = pos.x; }
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void backupy() { opos.y = pos.y; }
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void backupz() { opos.z = pos.z; }
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void backuppos() { opos = pos; }
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// Interpolated points.
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int32_t interpolatedx(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.x, pos.x, smoothratio, scale); }
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int32_t interpolatedy(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.y, pos.y, smoothratio, scale); }
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int32_t interpolatedz(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.z, pos.z, smoothratio, scale); }
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// Interpolated vectors.
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vec2_t interpolatedvec2(double const smoothratio, int const scale = 16)
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{
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return
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{
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interpolatedx(smoothratio, scale),
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interpolatedy(smoothratio, scale)
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};
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}
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vec3_t interpolatedvec3(double const smoothratio, int const scale = 16)
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{
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return
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{
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interpolatedx(smoothratio, scale),
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interpolatedy(smoothratio, scale),
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interpolatedz(smoothratio, scale)
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};
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}
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};
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class FSerializer;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerPosition& w, PlayerPosition* def);
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void updateTurnHeldAmt(double const scaleAdjust);
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bool isTurboTurnTime();
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void resetTurnHeldAmt();
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void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);
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